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Vulk's picture

Arthas Aint Got Shit on This!

Vulk — Thu, 02/12/2009 - 21:12

Arthas Aint Got Shit on This!

Arthas thinks he can disband us, HMPH!

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Dragon's picture

Paladins versus Sunday Afternoons

Dragon — Tue, 02/10/2009 - 07:21

Paladins versus Sunday Afternoons

Right before Arthas disbanded all of us :(

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saedo's picture

3.1 Mana Regeneration Changes

saedo — Thu, 02/05/2009 - 13:52

Well Mori I think predicted a couple of these things here:  /node/5486

But here's the Mana Regeneration changes they have in store:  http://forums.worldofwarcraft.com/thread.html?topicId=14910422908&sid=1

 

As we have suggested, we have become concerned that mana regeneration is currently too powerful, especially for healers. We want players to have to keep an eye on mana. We don’t want you to go out of mana every fight, but running out of mana should be a very real risk for sloppy playing or attempting content that you aren’t yet ready for. When mana regeneration is trivial then certain parts of the game break down – classes that offer Replenishment are devalued, stats that offer mana regeneration are devalued, and spells that are efficient are neglected in preference to spells with high throughput.

Here are a list of changes you are likely to see in 3.1. They will be available to try out on the PTR. Mana regeneration is somewhat technical, so please bear with us.

  • Regeneration while not casting (outside of the “five second rule”) will be decreased. We think that (1) the ability to cast heal over time spells and then sit back and (2) benefitting from a clearcasting proc that also gets you out of the five second rule both provide too much mana regeneration, even over short time periods.

  • To make this change, we are reducing mana regeneration granted by Spirit across the board. However we are also boosting the effects of talents such as Meditation that increase regeneration while casting. The net result should be that your regeneration while casting will stay about the same, but your not-casting regeneration will be reduced. This change will have little impact on dps casters, since they are basically always casting.

  • The specific talents and abilities being boosted are: Arcane Meditation, Improved Spirit Tap, Intensity, Mage Armor, Meditation, Pyromaniac and Spirit Tap. Yes this makes these “mandatory” talents even more mandatory, if such a thing is possible.

  • Since paladins rely less on Spirit as a mana-regeneration stat, we have to address them in other ways. We don’t want to change Illumination or Replenishment. However, we are going to increase the healing penalty on Divine Plea from 20% to 50%. Divine Plea was originally intended to help Protection and Retribution paladins stay full on mana. It should be a decision for Holy paladins, not something that is automatically used every cooldown.

  • In addition, we are also changing the way Spiritual Attunement works. In situations with a large amount of outgoing raid damage, as well as in PvP, this passive ability was responsible for more mana regeneration than we would like. We want to keep the necessary benefit it grants to tanking Protection paladins, while making it less powerful for Holy paladins in PvP or raid encounters with a lot of group damage.

  • We are also taking a close look at clearcasting procs themselves. One likely outcome is to change them to an Innervate-like surge of mana so that the net benefit is the same, but healers won’t shift to out-of-casting regeneration so often.

  • We balance around the assumption that even 10-player groups have someone offering Replenishment. To make this even easier on players we are likely to offer this ability to additional classes, as well as make sure that existing sources of Replenishment are more equitable.

  • These changes are ultimately being done to bring the different healing classes more in line with each other as well as to give the encounter team more leeway when designing encounters, who can balance with these new mana regeneration numbers in mind. In a world with infinite healer mana, the only way to challenge healers is with increasingly insane amount of raid damage, so that global cooldowns become the limiting factor since mana fails to be. An example is the Eredar Twins in late Sunwell. We weren’t necessarily happy with that model, and this change hopefully allows us to move towards giving healing a more deliberate and thoughtful pace rather than frenetic spam.

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saedo's picture

3.1 Upcoming Class Changes

saedo — Wed, 02/04/2009 - 22:23

Now the real shit comes in:

http://forums.worldofwarcraft.com/thread.html?topicId=14910002204&pageNo...

We are planning a lot of exciting content for patch 3.1.0, and we are doing a three-part preview series on upcoming class changes. This is the first in the series: Priests, Rogues, and Shaman. Please keep in mind, that this list is not at all comprehensive, and subject to change.

PRIEST

  • Divine Spirit – this spell is now a core ability available to all priests.
  • Discipline has access to a new talent, Power Word: Barrier. (Think of it as Power Word: Shield for your whole group).
  • Several area of effect (AOE) heal spells have been improved: Prayer of Healing can be cast on any groups in your raid party. Holy Nova’s mana cost has been reduced. Circle of Healing now heals for more.
  • Shadow priest PvP survivability has been improved: Shadow Form now reduces magic as well as physical damage. Dispersion now removes snares.
  • Penance – this spell can now be targeted on the priest.
  • Serendipity – this talent now reduces the cast time of Greater Heal and Prayer of Healing when Binding Heal or Flash Heal are cast.
  • We are also working to give Holy additional PvP utility.

    ROGUE

  • Hunger for Blood – instead of a self-buff, this ability can only be used when there is a bleed effect on the target. However, it has no stacks and grants a 15% damage bonus.
  • Adrenaline Rush – the cooldown on this ability has been lowered.
  • Lightning Reflexes – reduced to 3 ranks. In addition to 2/4/6% dodge, this talent now also grants 4/7/10% passive melee haste.
  • Killing Spree – while this ability is active, the rogue does 20% additional damage.
  • Savage Combat – now causes 2/4% physical damage done.
  • Mace Specialization – this talent now grants haste in addition to armor penetration.

    SHAMAN

  • Chain Lightning – now jumps to 4 targets but does less damage. We wanted to make the distinction between Lightning Bolt and Chain Lightning more clear.
  • Storm, Earth and Fire – this talent now increases all damage done by Flame Shock, not just periodic damage.
  • Spirit Weapons – now reduces all threat, not just melee threat.
  • Unleashed Rage – reduced to 2 ranks, now also increases your critical strike chance with melee attacks by 1/2%.
  • Totem streamlining: The Mana Spring and Healing Stream Totems have been combined. The Disease Cleansing and Poison Cleansing Totems have been combined.
  • We are also working on giving Enhancement and Elemental more PvP utility.

http://forums.worldofwarcraft.com/thread.html?topicId=14910422662&sid=1

We are planning a lot of exciting content for patch 3.1.0, and we are doing a three-part preview series on upcoming class changes. This is the second in the series: Warlocks, Druids, and Warriors. Please keep in mind, that this list is not at all comprehensive, and subject to change. To read the previous list in the series, check out Part 1 -

http://forums.worldofwarcraft.com/thread.html?topicId=14910002204&sid=1

WARLOCK

  • Improved Shadow Bolt – this talent now provides a 5% spell critical strike buff (similar to Improved Scorch).
  • Improved Soul Leech – this talent now provides Replenishment (similar to shadow priests)
  • Drain Soul now has a chance to produce Soul Shards even if the target doesn’t die.
  • Siphon Life no longer as an active ability but the talent grants the old Siphon Life effect to Corruption.
  • Curse of Recklessness and Curse of Weakness have been combined into one spell
  • Consume Shadows – this Voidwalker ability is no longer channeled but has a cooldown.
  • Several other warlock talents have had their ranks reduced, their effects changed or removed. This list includes but is not limited to Demonic Empathy, Shadow Embrace, Eradication, Suppression, and Pandemic.
  • Additional new talents have been added.

    DRUID

  • Savage Defense – this is a new passive ability. When a druid in Dire Bear form deals a melee critical strike, the druid gains a damage shield equal to 25% of their attack power. The next hit completely removes the shield regardless of how much damage was done.
  • Survival of the Fittest has had its bonus armor reduced to compensate for the above increase in damage mitigation.
  • Faerie Fire (and similar debuffs) now reduces armor by 5%. See Sunder Armor in the warrior update below for additional details.
  • Thorns and Nature’s Grasp can be cast in Tree of Life form.
  • Survival Instincts now works in Moonkin form.
  • Replenish – to avoid confusion, this talent has been renamed “Revitalize.” It now also works with Wild Growth.
  • We are also looking at increasing the sustained (not burst) damage of feral druids in cat form.

    WARRIOR

  • Changing stances now has a much reduced cost: you lose a maximum of 20 rage (10 with Tactical Mastery). For example, if you have 100 rage and change stances, you will have 80 rage remaining. If you have 10 rage and change stances, all of your rage is lost. In addition, we may change the penalties associated with some stances.
  • You now gain rage when damage done to you is absorbed, such as through a Power Word: Shield.
  • Blood Frenzy now causes 2/4% physical damage done.
  • Sunder Armor (and similar debuffs) now reduces armor by 4% per application, and is now a single rank. Creature armor has been globally reduced so that debuffed targets should take about the same damage from physical attacks that they did before this change. The net effect should be that this debuff is slightly less mandatory in PvE and is not disproportionately more powerful against cloth targets in PvP.
  • We are also adding increased damage to Arms, possibly through Overpower or Slam.
  • We are also looking at granting rage when the warrior blocks, dodges or parries.

http://forums.worldofwarcraft.com/thread.html?topicId=14910003268&sid=1

We are planning a lot of exciting content for patch 3.1.0, and we are doing a three-part preview series on upcoming class changes. This is the third in the series: Mages, Paladins, Hunters, and Death Knights. Please keep in mind, that this list is not at all comprehensive, and subject to change.

MAGE

  • Improved Water Elemental – this talent has been removed and replaced with a new talent that grants Replenishment (similar to Shadow priests).
  • We are also working on a way to give frost mages Ice Lance “Shatter combos” in PvE.
  • We are also working on more survivability for Fire spec in PvP.
  • We are also working on making Spirit a more useful and interesting stat for all mages.

    PALADIN

  • Blessing of Kings – this spell is now a base ability trainable by all paladins.
  • Exorcism – this spell now causes damage to all types of enemy targets. However, it always critical strikes undead or demon targets. This change should make sure paladin damage doesn’t drop when going from Naxxramas to later tiers of content.
  • Shield of the Templar now causes your Avenger’s Shield and Shield of the Righteousness to silence targets for 3 sec. The old damage bonus of this talent has been folded into Holy Shield, Avenger’s Shield, and Shield of the Righteousness.
  • Ardent Defender, Improved Hammer of Justice, One-Handed Weapon Specialization and more have had their ranks reduced.
  • Guarded by the Light – no longer reduces the mana cost of shield spells, but now has a 50/100% chance to refresh Divine Plea duration.
  • Judgements of the Just – now also reduces the cooldown of Hammer of Justice by 10/20 seconds and increases the duration of the Seal of Justice stun effect by 0.5/1 second.

    HUNTER

  • Consumable ammunition has been removed from the game. Arrows and bullets no longer stack, but are not consumed. Ranged attack speed bonus gained from quivers and ammo bags will be preserved in a different capacity.
  • A new tier of hunter pet talents have been added. In particular, this allows Beastmaster hunters to improve their damage per second (DPS) with their 51 point talent.
  • Hunting Party – this talent has been reduced to 3 ranks and also grants a passive bonus to the hunter.
  • Piercing Shots – this talent has been changed. Your Aimed, Steady and Chimera Shots cause the target to bleed for 10/20/30% of damage dealt for 8 sec.
  • Sniper Training – this talent has been changed. After standing still for 6 sec, you gain a 2/4/6% damage bonus to Steady, Aimed and Explosive Shot.
  • We are also looking to add additional trap functionality to Survival.

    DEATH KNIGHT

  • Gargoyle and Unholy Blight have swapped talent positions. Gargoyle’s damage has increased and runic power cost per time has decreased.
  • Pestilence – this spell no longer causes damage but just spreads diseases. Blood Boil is intended to be the general area attack, and has been changed to be castable on targets with no diseases on them, but does extra damage if diseases are present.
  • Unbreakable Armor now absorbs a flat amount of damage that increases as your armor increases. It no longer boosts armor.
  • The Frost tree has been shuffled. Among other things, PvP talents such as Endless Winter are closer to the top of the tree where Blood and Unholy death knights can access them.
  • Sudden Doom – this talent now procs a Death Coil rather than requiring an additional button click. It works similarly to shamans’ Lightning Overload.
  • Magic Suppression and Blood of the North have been reduced to 3 ranks for the same benefit.
  • Blood Gorged now grants armor penetration instead of expertise.

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Dragon's picture

SonofanewUI

Dragon — Wed, 01/28/2009 - 11:36

Dragon UI Trispec Edition (1.0)Dragon UI Trispec Edition (1.0)

 

 

 

 

 

 

 

 

 

 

 

 

 

 

This is my latest UI put together in about an hour and a half or so at work today.

Put together as stated in the title so that my UI would be better able to handle functioning for all 3 paladin specs as well as pvp and pve.

Inbetween the Action Bars and the Combat log (right text box) you will find my Classtimers for target, only icon and time remaining are used. Inbetween the Action Bars and the left text box in that little hole at the bottom is Ghost Pulse

Mod List:
Pitbull
Cartographer
Grid
Bartender4
Chinchila
Satrina's Buff Frames
Mik's Scrolling Battle Text
Class Timers
Quartz
Ghost Pulse
CooldownCount
FuBar
PallyPower
AtlasLoot
Enchantrix
Autobar
Chatter
LocationFu
ClockFu
PerformanceFu
MicromenuFu
ArkInventory
DurabilityFu
ALIGN (Because I'm OCD about some things
MoneyFu

QuestHelper (On Occasion)

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Dragon's picture

Dragon UI Trispec Edition (1.0)

Dragon — Wed, 01/28/2009 - 11:24

Dragon UI Trispec Edition (1.0)
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I miss my house/computer/wow

Epatrick — Sun, 12/28/2008 - 20:14

the last two weeks have been really hard on me as far as work goes.  i've now slept a total of 4 times at my store, 4 times at my parents house in the last 14 days.  my parents asked me to come over for christmas eve when it poured snow into our area and my car has become an inert clump of metal the last four days as people randomly abandon stranded vehicles near our driveway and walk home.  I don't think I'd mind nearly as much if the computers in my family's house actually ran wow, but they're all archaic and don't accept any of the installs. so, here I am on the one working internet computer after working 50 hours this week telling you all how much I'd rather be at home and online.  QQ for epat, QQ.

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Dragon's picture

Ret UI 3.3 (patch, attempt)

Dragon — Mon, 12/22/2008 - 12:45

Ret UI 3.3 (patch, attempt)

One thing that is not shown is omgwtf grid. I don't turn it on in parties or solo but it is commonly found right where the party is located right now (as I turn parties off in raid).

I might use bartender to add another bar under the minimap for quest items (since autobar hates quest items even though it had a thingy for them) and Everyman for Himself just so I can see their CDs.

BTW, when making a UI if you are anal-retentive or OCD, get the mod Align. Just tap /align and it overlays something like graph paper over your screen.

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Dragon's picture

Forking Nuts strikes again!

Dragon — Fri, 11/28/2008 - 23:05

Well how do I sum it up other than the fact that I must be crazy. I have one level 80 already in my male paladin, however it struck me as I was running around at 80 that I have a problem in the fact that in order to play ret in both pve and pvp I will be going through nearly different glyphs every respec.

The Good news is, Well I have 2 pallies thus its easiest to just have 1 and 1.

The bad news, I think the wrong one is 80 at the moment. I am very peculiar on my toons, thus the toon that has Hand of A'dal will be the toon that I will raid on come January with R2, where as my male paladin is the toon that I will be primarly doing 10 mans on while pvping (sure I will do some pvp on my female paladin but not as much).

On top of this, to help out a good friend of mine in game, I am leveling up my DK for pvp as well. Long story short is that I have about a 2.5 weeks to have my DK close to 80 and another 2.5 weeks after that to have my female paladin ready to raid.

No one ever said I did things the easy way.

Anyway, all my toons are in guild obviously, and I can bring whichever to come help people run stuff, but ya, I decided to make life difficult :D

~Forking Nuts

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Fjork's picture

Tankadin in Wrath - 3.1 - Tanking Basics

Fjork — Fri, 11/21/2008 - 15:52

 Trying to align this version a little better to Saedo’s style as his legibility is much greater than my articles. 

I’ll be attempting to update each article to be PTR Tankadin Build 9704 equal. If the PTR has moved on from 9704, and there are further protection changes, they aren’t in here. I will update each as the new changes come out. I’ve removed a lot of information that was not only redundant, but confusing. 
 
I also removed the ‘Gearing Out the Righteous Defender, and Glyphing Out the Righteous Defender book-pages for revision and rewriting. Each is outdated, but also takes like five minutes to load on my T1 connection at work. Look for the pages to be reposted soon!
 
Tanking in Wrath of the Lich King
 
Basics
 
The most important tanking mechanic is the Defense Rating. A tankadin’s first concern should always be the hallowed “Uncrittability”. This goes for all other tanking classes as well. Reaching uncrittability is extremely easy and inexpensive when reaching level 80. However, as mitigation, avoidance, and health are upgraded you will be relying more and more on trinkets, enchants, and gems to keep your defense rating uncrittable. Do not equip that upgrade if you will loose your 540 Defense! Wait until after the Raid/Heroic/etc so that you can change your gear or upgrade your enchantments.
 
A level 83 mob’s base attack skill will be 415 vs. our base defense skill of 400. To prevent critical strikes, our defense skill will need a 5.6% increase, or 140 added Defense Skill (540 Defense as opposed to the original 490). All math totaled, we would be needing 688.59 Defense Rating to achieve uncrittability at level 80.
 
The current stat conversions for Avoidance are thus:
·          Defense – 4.92 Defense Rating per 1 point of Defense Skill.
o         25 Defense Skill (41 Defense Rating)
§          +1% chance to be missed
§          +1% chance to Dodge, Parry, and Block Skills
·          Shield Block – 16.29 Block Rating per 1% Block Skill
·          Dodge – 39.35 per 1% Dodge Skill
·          Parry – 49.18 per 1% Parry Skill
·          Agility – 30 Agility per 1% Dodge Skill
 
As can be seen, Defense Rating will be the cheapest route for overall Avoidance to begin, moving next to Block Rating, then Dodge Rating, and finally Parry rating.
 
Stacking Shield Block Rating ‘sounds’ like a good idea, but only XX amount of the damage is blocked, while the rest is taken by the Tankadin. Dodge is second best in that the damage is removed altogether. Parry tops the meters because the Tankadin dodges all of the damage, and then gets a ‘free’ swing back. This is also why Parry is the hardest to gear for, and shouldn’t be a primary focus. 
 
The Tankadin’s Armor Value reduces the actual damage taken by X %. This is why Devotion Aura should be maintained through all Raiding.
 
It should be noted the Dodge Rating and Parry Rating each suffer from a different set of diminishing returns (approx. 1.95% per 2%) so it is sometimes a higher upgrade to get the item with a larger amount of Defense Rating over a large amount of dodge/parry rating since the 1% Dodge/Parry/Block gained through Defense Skill does not suffer from diminishing returns.
 
Primary Attributes
 

Strength
2 Melee Attack Power per 1 Str.   HotR TPS Upgrade.
 
½ Block Value increase per 1 Str. SotR TPS Upgrade.
Strength is plentiful on a great deal of the tanking gear that will be purchased and equipped. This is a stat that a gearing Tankadin should rarely have any focus on. The only time a Str upgrade should be considered over Health, Def Rating, or Avoidance is if Threat generation is a serious issue and [Armsman] is already on your gloves with it’s 2% increased threat. End-raiding Paladins will begin to give consideration to Str more.
 
 
Agility
2 Armor Value per 1 Agi
 
0.034 Dodge per Agility
 
0.019 Crit Rating
So at a glance, Agility isn’t all that it is cracked up to be, but when you consider that you are getting direct mitigation and Avoidance from every point of Agility, and it usually comes in +20 or greater ([37891]), this is a viable stat to consider when you have 540 Defense already. Most tanks will not gear specifically for Agility as the conversions for Shield Block Rating are easier to acquire.
 
 
Stamina
10 Health per 1 Stam. (Except for 20, which are 1 HP)
 
Modified by Sacred Duty: Stam +8%
 
Modified by Combat Expertise: Stam +6%
 
Modified: 11.4 Health per 1 Stam
 
0.3 Spellpower per 1 Stam.
Obviously Stamina will be a stat each Tankadin will be giving a great DEAL of focus to. Many Gem-Sockets are Red with a semi-decent socket bonus. Most likely you will still be gemming [40008] in a good majority of them, though keep in mind you’ll need one Red/Orange/Purple gem for the meta-requirement on a [41380]. Not to mention that with enough stamina a Tankadin can easily cap 30,000 HP Raid-Buffed. This makes healers VERY happy. Especially when you mitigating even more damage.
 
 
Intellect
You will NOT be gearing for these. EVER. Don’t. Just don’t.
Spirit
 
 
 
 

 
 
The Weapon – Maximizing Threat Per Second
 
This is a “rough-sketch” example of comparing the stats on two damage weapons. Most specifically the Tankadins will choose weapons with high Stamina, Defense Rating, Avoidance, Strength, and Agility (in that order), however there will be situations where high damage is preferred. (Off-Tanking on Loatheb).
 
[41383]
 
The Bonecrusher has a very high dps, which will contribute well to Hammer of the Righteous (dps*4), 140 Attack Power, and 3.5% Expertise (keep that bosses parry/dodge/miss rating down!) Each of these stats will assist in the overall threat-per-second on every single Tankadin ability and spell. A final thought to keep in mind, the slower the weapons usually have higher dps. Just sayin.
 
[41384]
 
The Guardian has a very low dps, which will contribute very little to HotR (dps*4), 0.6% Crit Rating (which won’t even be felt by most tankadins), and 457 spellpower which will assist in every spell and ability of the Tankadin EXCEPT HotR.
 
However, since the Guardian contributes more Spellpower than the Bonecrusher, the AOE uses are much greater than the Bonecrusher. For 1v1 fights (Heigan, Thaddius, etc, etc) the Bonecrusher will win by a landslide every time. But on AOE fights (Gothik the Harvester, Trash Mobs, Noth the Plaguebringer, etc) the Guardian will almost always hold higher overall TPS, just not on the boss!
 
This is a good progression for your Tankadin’s Weapon:
·          [44736] – Quest: Wanted: Ragemane’s Flipper (level 75. EASY. Get this at 73)
·          [Infantry Assault Blade] – Utgarde Keep (H) – This can actually carry you into 25mans.
·          [item]Red Sword of Courage[item] – Utgarde Pinnacle (H) – Even the Naxx Swords are somewhat side-grades to this amazing tanking sword.
·          [Slayer of the Lifeless] – As foretold by Salzman. VERY nice tanking sword, but you’ll have noticed by now your damage has started to slip a little. That’s okay, your TPS will pick back up.
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  • epgp

I notice your oeuvre is monochromatic.
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